Well, with Precise Shots no longer modifying (slowing) our autoattack speed, it’s actually pretty fast now! Lemme log on real quick and I’ll see my speed and current Haste. At ilvl 292.
14% Haste (449), 2.6 sec autoattacks. Going to 12% Haste makes it 2.7, and that’s not getting anywhere near the caps. You’d need a hefty investment in Haste to make it around 2.0, though, and that comes at a heavy cost to damage since, as MM, our crit damage is heavily modified by our crit stat and despite Aimed Shot not being a guaranteed crit anymore, we still want those juicy big numbers.
Like the autoattacks, you’ll need a lot of Haste to benefit Rapid Fire and Aimed Shot as well: Rapid Fire can cast faster while Aimed Shot casts faster and recharges faster, but neither of these changes are very significant unless you have a lot of Haste. By default it’s 2 sec cast time for Rapid Fire and with 14% Haste it’s…1.8. Aimed Shot has so much passive CD reduction that the recharge time bonus is hardly worth mentioning, and with 14% Haste the cast time is still a whopping 2.2 seconds.
There just isn’t enough bang for the buck for stacking Haste, and I never really found L&L procs to be a problem without a lot of Haste now.
They went back on that change! Sort of. It’s a choice talent between it and Unstable Trigger. It’s called Tactical Reload now. Explosive Shot can go back and give L&L like it used to. Sentinel also has Chakram that also gives L&L.
Windrunner Quiver was reworked to buff Rapid Fire (which hits really hard after the recent changes) and also give Rapid Fire a chance for a L&L proc as well, which is really handy since you can empower Aimed Shot with Bulletstorm, and just instantly send it out. So there’s a lot of options to help out the proc rate beyond attacking faster!
Some Haste is good! Like the Saptor Paw from S1 was one of my favorite trinkets because it gave a little haste, but had a crit-focused proc effect which went off all the time and gave a ton of Agility. The spec is feeling fine at that 14% mark I’m currently at, but going beyond that seems wasteful and starts eating at damage.
There’s probably a sweet number, I’m guessing around maybe 10%, but any more than that seems detrimental.